Solve more challenging puzzles and build simple projects. This lesson plan contains more puzzles and also includes several lessons where students use Tynker Workshop to create their first working programs. There are about 80 puzzles from fun adventures such as Codey's Quest, Lost in Space, Lazer Racer and Dragon Journey. Students that complete this lesson plan will be able to solve problems, build interactive scenes, use keyboard and mouse actions, play sounds and music, use speech bubbles, and move objects on the screen.


  • Sequencing
  • Repetition
  • Conditional logic
  • Keyboard and mouse events
  • Playing sounds
  • Simple motion
  • Animation

What Students Learn

  • Sequencing tasks
  • Recognizing patterns
  • Using automation
  • Using loops for repetition
  • Conditional logic
  • Debugging programs
  • Create simple programs
  • Program simple animation and motion
  • Problem solving

Technical Requirements

* Online courses require a modern desktop computer, laptop computer, Chromebook, or Netbook with Internet access and a Chrome (29+), Firefox (30+), Safari (7+), or Edge (20+) browser. No downloads required.


Welcome to Programming 1B! This course is packed with 14 different lessons of fun coding adventures. Each lesson is a little harder than the last and builds on skills already learned. As students continue their coding adventure, they will discover how to create interactive stories, apply advanced logic, and design animations! By the time your students make it to the last lesson, they’ll feel much more confident in their coding and problem-solving skills. Let's get started!

Main Ideas

Below are main ideas you will run across in the Programming 1B series. Read through them before you start coding.


Objects and characters are called Actors. Your Actor might be a dragon, Codey the troll, or Bigfoot! Use blocks of code to command them.


Movement blocks of code control the Actor. They include...
  • : Move the Actor one step forward.
  • : Make the Actor jump over an object.
  • : Make the Actor jump long and move three spaces forward.
  • : Make the Actor jump and land two spaces forward.
  • : Move the Actor forward.
  • : Move the Actor a specified number of units forward.
  • : Move the Actor backward.
  • : Move the Actor a specified number of units backward.
  • : Make the Actor destroy objects with a blast.
  • : Make the Actor eat objects.
  • : Make the Actor release a fireball in the direction it is facing.

This series also uses turn code blocks to rotate the Actor:
  • : Rotate the Actor right.
  • : Rotate the Actor to the right (clockwise) a specified degree of rotation.
  • : Rotate the Actor left.
  • : Rotate the Actor to the left (counter-clockwise) a specified degree of rotation.
  • : Make the Actor face the opposite direction.

Loops and Repetition

Loops make the code inside repeat over and over. This course uses Repeat and Infinite loops:
  • : Repeat blocks inside this loop a specified number of times. Note this repeat loop is set to the value "3," so the code will repeat three times.

  • : Make the Actor repeat this loop until a true or false condition [boolean value] determines when the block should stop repeating the code inside it.

  • : Make the Actor repeat this loop while the condition is true.

  • : Make the Actor repeat this loop over and over.

If Statements

“If statements” check if something [the condition] is true or not, then run different parts of code depending on the answer.
  • : If the condition is true, then run the code inside the block.

  • : If the condition is true, then run the code inside the "if" case. Otherwise, run the code inside the "else" case.

Operators, Sensing, and Functions

  • : If the condition is true, then run the code inside the block.
  • : An expression that returns true if the user is pressing the computer mouse button.
  • : Run code blocks attached to the function code block when a specified block is called.


  • : Start program when the start button is clicked.
  • : Start program when the Actor is clicked.
  • : Make the Actor or background play a sound effect or a short tune.
  • : Change the image of the Actor.
  • : Change the image of the stage.
  • : Pause the program for a specified amount of time.
  • : Show a message for a specified amount of time.
  • : Make the Actor visible.
  • : Make the Actor invisible.
  • : Point the Actor at a specified degree.
  • : Move the Actor a specified number of units forward or backward.
  • : Run code attached to this block when you press a specified key.
  • : React when the Actor touches another Actor or place on the stage.
  • : Animate the Actor to use its built-in animation

Class Presentations

These student-facing slide presentations help educators seamlessly run Tynker lessons in a virtual or physical classroom setting. Each lesson has its own set of slides that introduce the big ideas, suggest unplugged activities, and include a section for each activity module. While running lesson slides, you can switch back and forth between the activity, the slides, answer keys and other lesson materials.
A sample slide presentation is available for your review. Please log in to view all the class presentations available with your plan..
Lesson 1
14 Slides
Lesson 2
Use Conditional Logic
32 Slides
Lesson 3
Apply Advanced Logic
27 Slides
Lesson 4
Animation and Sound
37 Slides
Lesson 5
Apply Negative Logic
30 Slides
Lesson 6
Use Nested Logic
25 Slides
Lesson 7
Use Advanced Logic
29 Slides
Lesson 8
Write a Story
34 Slides
Lesson 9
Make Geometric Patterns
40 Slides
Lesson 10
Use Arrow Keys to Move
35 Slides
Lesson 11
Build a Game
30 Slides
Lesson 12
Sequencing Review
29 Slides
Lesson 13
Loops Review
23 Slides
Lesson 14
Patterns Review
25 Slides